Zato-1

Zato-1

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Mark Kirollos on Twitter
Mark Kirollos on Twitter
Simple Low/High/Throw mixup you can setup with RC when you don't have Eddie up. Low option is a frametrap to force the opponent to respect the other options. 2D kockdown sets up the Eddie-less high/low flight mixup with a safejump option. #GGST #GGST_ZA pic.twitter.com/LYDVvfUKmg— Mark Kirollos (@Mark_FGC) July 2, 2021
mario050987·twitter.com·
Mark Kirollos on Twitter
Guilty Gear Strive: Zato Counterhit 2HS Combo
Guilty Gear Strive: Zato Counterhit 2HS Combo
Most damaging combo I can find for CH 2HS midscreen, the second combo you can see I miss out a 2S at the end just before the super, that's because the super doesn't connect on Ram if you do the one extra hit, it works on most of characters though but not all, its better to be safe to and miss the extra 2S, its only 1 extra damage anyway so not too much to worry about just more for style at that point. If you land a CH 2HS you better make sure your opponent feels it in their soul, if Eddie is already out just move the summon away from you and time the 2S, 2HS accordingly. Hope this was helpful, it's my first time playing Zato, I played Baiken, Raven and Ram on GGRev2. Having a load of fun with Zato and understanding negative edge properly, only character I played before with negative edge was my main Juri in SF4. Its becoming second nature now and don't even have to think about it, if I can do it anyone can, Zato mains rise up!!! Thanks for watching Subscribe here ► https://www.youtube.com/DomoSensei Twitter ►https://twitter.com/Dom_DDM Twitch ► https://www.twitch.tv/domosensei
mario050987·youtube.com·
Guilty Gear Strive: Zato Counterhit 2HS Combo
ImZelly on Twitter
ImZelly on Twitter
#GuiltyGearStrive, #GGST_ZAJ.D RRC can lead to side switch into frog loops. You can add a 2nd J.D after the 1st but its pretty inconsistent. Not sure if this has been shared. pic.twitter.com/fIj3XPqaQD— ImZelly (@lmZelly) July 2, 2021
mario050987·twitter.com·
ImZelly on Twitter
れんざ on Twitter
れんざ on Twitter
#GGST_ZA基本的なボッタクリの話ボタン同時押しした時の入力受付の優先順位はP>K>S>HSになってるから、HSホールドを簡単に仕込めるのだ!相手の油断を突いてハイリターン!君もレッツ張り合うゴリラをエンジョイ! pic.twitter.com/NbtmfoW8DE— れんざ (@re_nza_0_can) July 2, 2021
mario050987·twitter.com·
れんざ on Twitter
【GGST】大体5分でわかるザトーのとりコレ!修正版!【初心者向けザトー解説】
【GGST】大体5分でわかるザトーのとりコレ!修正版!【初心者向けザトー解説】
ザトーのとりあえずコレからやってみる とりコレ動画となっております ザトーに興味がある方はぜひご視聴ください。 ザトーはめちゃめちゃ自由度が高く、今回紹介しきれなかった部分もたくさんあります。 今回紹介した部分はザトーの一番最初の触りの部分になりますので とりあえずコレからやってみてください。 特に本動画は細かい部分についてちゃんとしたレシピじゃなかったりします。 あくまで簡単さを重視して雰囲気扱えるようになるまでの動画となります。 慣れてきたり対戦してみて通じなくなってきたらトレモで色々調べてみると面白いと思います。特に今回紹介していない突くを研究してみたり、張り合うを研究してみたりしてみても面白いと思います。 ぜひ一緒にザトーを研究しましょう! #GGST #ザトー Twitter:@miyagi_mamiya
mario050987·youtube.com·
【GGST】大体5分でわかるザトーのとりコレ!修正版!【初心者向けザトー解説】
Mark Kirollos on Twitter
Mark Kirollos on Twitter
2H 22H is a staple string in Zato's midscreen pressure. It is GAPLESS, grounds jumping opponents, combos on hit, and complements Pierce and Frog in neutral. Make sure to use it after raw summon Eddie so you will have enough frame advantage to run up in time #GGST #GGST_ZA pic.twitter.com/VEjev1NYF0— Mark Kirollos (@Mark_FGC) July 2, 2021
mario050987·twitter.com·
Mark Kirollos on Twitter
ZATO-1 Beginner Combos – Guilty Gear Strive
ZATO-1 Beginner Combos – Guilty Gear Strive
▶︎ Character Combo Playlist: https://www.youtube.com/playlist?list=PLTq8z1A9gJgfI2kyOId6NvzWFNWU6_ddT Beginner combos for Zato-1, includes slow-mo & onscreen inputs! Subscribe for more combos and videos! 00:00 Intro 00:26 P, P, P, P 00:32 [D], [8], HS, S, S 00:49 c.S, HS xx 22HS 00:56 c.S, 2S, HS 01:03 c.S, S, HS 01:09 c.S, 2HS xx Overdrive1 01:19 2K, 2D xx 214S 01:26 c.S, 2D xx 214S 01:33 c.S, 2D xx 214S, dash, RC, 2S, 2HS xx 236S 01:49 into corner c.S, 2D xx 214S, RC, dash, 2S, 2HS xx 236S, dash, 2S xx 214HS, 2HS 02:11 into corner 623S, RC, 2S, 2HS xx 236S, dash, 2S xx 214HS, 2HS 02:43 corner c.S, S, RC, dash, 2S, 2HS xx 236S, c.S, 2HS xx 214HS, 2HS 03:06 into corner c.S, HS xx 22HS, dash RC, 2S, 2HS xx 236S, 2S xx 214HS, 2HS 03:28 ch HS, 236P, dash, 2S 03:38 into corner ch HS, 236S, dash, 2S, 2HS xx 236S, 6HS, Overdrive1 04:03 Subscribe for more #GuiltyGearStrive #GGST #Combos
mario050987·youtube.com·
ZATO-1 Beginner Combos – Guilty Gear Strive
Strive Zato-Nago Cmd Throws n stuff
Strive Zato-Nago Cmd Throws n stuff
Zato command throw meaty mixup stuff. Followed by Nagoriyuki command throw trap. And then a Faust meteor rng fail. Command throws beat normal throws and also wakeup DPs in this game. There is 5 frames of throw invulnerability window on wakeup so characters need at least a 5F startup move to beat a meaty command throw, if the characters fastest move is 6F they can’t mash out. In this situation with Zato, the Eddy move Oppose covers backdashes and also guards Zato. So, even if the opponent has a fast 5F or faster normal they cannot mash attacks to get out of the command throw attempt because they will hit a guard point Eddy instead of hitting Zato. So, backdashing, throwing, DPing, and mashing an attack are not valid options in this situation. Jumping escapes the throw, but any meaty attack will beat a jump-out attempt. This makes the situation a straight 50/50 between grab/attack where the opponent’s only options are block or jump (or use meter for like super or backdash RC or whatever). If Zato has meter he can drift RC the command throw on successful grab for a combo. And on whiff he can PRC or drift PRC on reaction to the whiff which keeps him safe or potentially allows him to punish the jump. If Nagoriyuki attacks too soon after a jump he will still hit Eddy instead of Zato but attacking too late allows Zato an opening to drift PRC into airthrow (or whatever). In the Nagoriyuki sequence the 5SS causes Nagoriyuki to step forward quite a bit allowing him to cancel into command throw, and since Axl’s fastest normal is 6 frames startup he cannot beat the command throw with a normal attack. Axl can jump out of the command throw, however, Nagoriyuki’s 5SSS beats jump-out attempts as it catches prejump frames, thus Axl will get hit if he tries to jump when Nago does 5SSS instead of 5SS into command throw. There are correct answers to both these situations but it forces the opponent to commit to a risky option, where guessing right gets you out but guessing wrong gets you hurt quite a bit. All of this is more proof of concept and, more about understanding what is happening in order to be aware. The setup itself may or may not be good or practical but it’s more about understanding throws and command throws as that knowledge is universally applicable in Strive and that knowledge is therefor perhaps valuable. And the last clip is just RNG sadness with Faust meteors. Gaps between meteors can happen but the size of the gap in that clip is comedically large.
mario050987·youtube.com·
Strive Zato-Nago Cmd Throws n stuff